--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] -- Copyright (c) 2018-2020 TFA Base Devs -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. local vector_origin = Vector() local att, angpos, attname, elemname, targetent SWEP.FlashlightDistance = 12 * 50 -- default 50 feet SWEP.FlashlightAttachment = 0 SWEP.FlashlightBrightness = 1 SWEP.FlashlightFOV = 60 local Material = Material local ProjectedTexture = ProjectedTexture local math = math local function IsHolstering(wep) if IsValid(wep) and TFA.Enum.HolsterStatus[wep:GetStatus()] then return true end return false end -- TODO: This seems to be *extremely* similar to drawlaser -- Should we merge them? function SWEP:DrawFlashlight(is_vm) local self2 = self:GetTable() if not self2.FlashlightDotMaterial then self2.FlashlightDotMaterial = Material(self2.GetStatL(self, "FlashlightMaterial") or "effects/flashlight001") end local ply = self:GetOwner() if not IsValid(ply) then return end if not self:GetFlashlightEnabled() then self:CleanFlashlight() return end if is_vm then if not self:VMIV() then self:CleanFlashlight() return end targetent = ply:GetViewModel() elemname = self2.GetStatL(self, "Flashlight_VElement", self2.GetStatL(self, "Flashlight_Element")) local ViewModelElements = self:GetStatRaw("ViewModelElements", TFA.LatestDataVersion) if elemname and ViewModelElements[elemname] and IsValid(ViewModelElements[elemname].curmodel) then targetent = ViewModelElements[elemname].curmodel end att = self2.GetStatL(self, "FlashlightAttachment") attname = self2.GetStatL(self, "FlashlightAttachmentName") if attname then att = targetent:LookupAttachment(attname) end if (not att) or att <= 0 then self:CleanFlashlight() return end angpos = targetent:GetAttachment(att) if not angpos then self:CleanFlashlight() return end if self2.FlashlightISMovement and self2.CLIronSightsProgress > 0 then local isang = self2.GetStatL(self, "IronSightsAngle") angpos.Ang:RotateAroundAxis(angpos.Ang:Right(), isang.y * (self2.ViewModelFlip and -1 or 1) * self2.CLIronSightsProgress) angpos.Ang:RotateAroundAxis(angpos.Ang:Up(), -isang.x * self2.CLIronSightsProgress) end local localProjAng = select(2, WorldToLocal(vector_origin, angpos.Ang, vector_origin, EyeAngles())) localProjAng.p = localProjAng.p * ply:GetFOV() / self2.ViewModelFOV localProjAng.y = localProjAng.y * ply:GetFOV() / self2.ViewModelFOV local wsProjAng = select(2, LocalToWorld(vector_origin, localProjAng, vector_origin, EyeAngles())) --reprojection for view angle if not IsValid(ply.TFAFlashlightGun) and not IsHolstering(self) then local lamp = ProjectedTexture() ply.TFAFlashlightGun = lamp lamp:SetTexture(self2.FlashlightDotMaterial:GetString("$basetexture")) lamp:SetFarZ(self2.GetStatL(self, "FlashlightDistance")) -- How far the light should shine lamp:SetFOV(self2.GetStatL(self, "FlashlightFOV")) lamp:SetPos(angpos.Pos) lamp:SetAngles(angpos.Ang) lamp:SetBrightness(self2.GetStatL(self, "FlashlightBrightness") * (0.9 + 0.1 * math.max(math.sin(CurTime() * 120), math.cos(CurTime() * 40)))) lamp:SetNearZ(1) lamp:SetColor(color_white) lamp:SetEnableShadows(true) lamp:Update() end local lamp = ply.TFAFlashlightGun if IsValid(lamp) then lamp:SetPos(angpos.Pos) lamp:SetAngles(wsProjAng) lamp:SetBrightness(1.4 + 0.1 * math.max(math.sin(CurTime() * 120), math.cos(CurTime() * 40))) lamp:Update() end return end targetent = self elemname = self2.GetStatL(self, "Flashlight_WElement", self2.GetStatL(self, "Flashlight_Element")) local WorldModelElements = self:GetStatRaw("WorldModelElements", TFA.LatestDataVersion) if elemname and WorldModelElements[elemname] and IsValid(WorldModelElements[elemname].curmodel) then targetent = WorldModelElements[elemname].curmodel end att = self2.GetStatL(self, "FlashlightAttachmentWorld", self2.GetStatL(self, "FlashlightAttachment")) attname = self2.GetStatL(self, "FlashlightAttachmentNameWorld", self2.GetStatL(self, "FlashlightAttachmentName")) if attname then att = targetent:LookupAttachment(attname) end if (not att) or att <= 0 then self:CleanFlashlight() return end angpos = targetent:GetAttachment(att) if not angpos then angpos = targetent:GetAttachment(1) end if not angpos then self:CleanFlashlight() return end if not IsValid(ply.TFAFlashlightGun) and not IsHolstering(self) then local lamp = ProjectedTexture() ply.TFAFlashlightGun = lamp lamp:SetTexture(self2.FlashlightDotMaterial:GetString("$basetexture")) lamp:SetFarZ(self2.GetStatL(self, "FlashlightDistance")) -- How far the light should shine lamp:SetFOV(self2.GetStatL(self, "FlashlightFOV")) lamp:SetPos(angpos.Pos) lamp:SetAngles(angpos.Ang) lamp:SetBrightness(self2.GetStatL(self, "FlashlightBrightness") * (0.9 + 0.1 * math.max(math.sin(CurTime() * 120), math.cos(CurTime() * 40)))) lamp:SetNearZ(1) lamp:SetColor(color_white) lamp:SetEnableShadows(false) lamp:Update() end local lamp = ply.TFAFlashlightGun if IsValid(lamp) then local lamppos = angpos.Pos local ang = angpos.Ang lamp:SetPos(lamppos) lamp:SetAngles(ang) lamp:SetBrightness(self2.GetStatL(self, "FlashlightBrightness") * (0.9 + 0.1 * math.max(math.sin(CurTime() * 120), math.cos(CurTime() * 40)))) lamp:Update() end end function SWEP:CleanFlashlight() local ply = self:GetOwner() if IsValid(ply) and IsValid(ply.TFAFlashlightGun) then ply.TFAFlashlightGun:Remove() end end